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From D&D 3.5's Player's Handbook II, WotC. |
Design Background: This is a conversion of the D&D3.5 class to Pathfinder as a hybrid class. For complete, background see the Hexblade Conversion post.
Hexblades are fearsome warriors who combine martial prowess with a supernatural proficiency of curses, hexes, banes and other such magics. Bending the laws of chance and probability around themselves, hexblades leech luck from their enemies. Less experienced hexblades rely more heavily on melee ability augmented by his evil eye ability to curse his enemies. Though a capable melee combatant, the hexblade makes opportunistic use of his spells and special abilities. As he gains experience, he becomes capable of casting more spells while his evil eye ability becomes more potent.
Hexblades are typically born, rather than made. Hexblades might result from similar conditions that produce sorcerers – magical bloodlines, ancient curses laid down upon ancestors, or happenstance. The power of the hexblade might display itself at an early age, frequently in the form of unexplained accidents or other incidents of bad luck experienced by those around the budding hexblade. Though the hexblade is ultimately a self-taught character, a number receive rudimentary training from another arcane spellcaster, such as an older hexblade, witch or bard, before setting off on their own.
Despite the underhanded nature of their powers and, to some, unscrupulous nature of their practices, a hexblade’s powers may be used towards any end a hexblade points them towards. The style of the hexblade tends to be selfish, sometimes even cruel, though it is by no means limited to evil characters. Still, even the friendliest hexblade is at best neutral. Most hexblades aren't very pious, relying on their own talents rather than counting on a religion to protect them.
Parent Classes: Fighter and Witch
Alignment: any nongood
Hit Die: d10
Class Skills: acrobatics, bluff, climb, craft, intimidate, knowledge (arcana), perception, profession, ride, spellcraft, stealth, use magic device.
Skill Ranks/Level: 2
Weapon and Armor Proficiency: Simple weapons, martial weapons, light armor, medium armor, shields (except tower)
| Base Attack | Fort | Ref | Will | Special | 1st | 2nd | 3rd | 4th | 1 known | 2 known | 3 known | 4 known |
1st | +1 | +2 | +0 | +2 | Evil Eye Hex, Use Cursed Item | — | — | — | — | | | | |
2nd | +2 | +3 | +0 | +3 | Hex, Stolen Fate | — | — | — | — | | | | |
3rd | +3 | +3 | +1 | +3 | Stalwart | — | — | — | — | | | | |
4th | +4 | +4 | +1 | +4 | Hex, Spells, Armored Mage (light) | 0 | — | — | — | 2 | | | |
5th | +5 | +4 | +1 | +4 | Bane Blade | 1 | — | — | — | 3 | | | |
6th | +6/+1 | +5 | +2 | +5 | Hex | 1 | — | — | — | 4 | | | |
7th | +7/+2 | +5 | +2 | +5 | Armored Mage (medium) | 1 | 0 | — | — | 4 | 2 | | |
8th | +8/+3 | +6 | +2 | +6 | Hex | 1 | 1 | — | — | 4 | 3 | | |
9th | +9/+4 | +7 | +3 | +7 | Hex Strike | 2 | 1 | — | — | 5 | 4 | | |
10th | +10/+5 | +7 | +3 | +7 | Hex, Major Hex | 2 | 1 | 0 | — | 5 | 4 | 2 | |
11th | +11/+6/+1 | +8 | +3 | +8 | Forge Cursed Item | 2 | 1 | 1 | — | 5 | 4 | 3 | |
12th | +12/+7/+2 | +8 | +4 | +8 | Hex | 2 | 2 | 1 | — | 6 | 5 | 4 | |
13th | +13/+8/+3 | +9 | +4 | +9 | Greater Bane Blade | 3 | 2 | 1 | 0 | 6 | 5 | 4 | 2 |
14th | +14/+9/+4 | +9 | +4 | +9 | Hex | 3 | 2 | 1 | 1 | 6 | 5 | 4 | 3 |
15th | +15/+10/+5 | +10 | +5 | +10 | No-Leaf Clover | 3 | 2 | 2 | 1 | 6 | 6 | 5 | 4 |
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Hex | 3 | 3 | 2 | 1 | 6 | 6 | 5 | 4 |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Improved Stalwart | 4 | 3 | 2 | 1 | 6 | 6 | 5 | 4 |
18th | +18/+13/+9/+3 | +11 | +6 | +11 | Hex | 4 | 3 | 2 | 2 | 6 | 6 | 6 | 5 |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Greater Spell Access | 4 | 3 | 3 | 2 | 6 | 6 | 6 | 5 |
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Hex, Hex Critical | 4 | 4 | 3 | 3 | 6 | 6 | 6 | 5 |
Hex: Hexblades learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a hexblade gains a potent version of the evil eye hex. He gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. A hexblade cannot select an individual hex more than once. Starting at 10th level, and every two levels thereafter, a hexblade can also choose a major hex whenever he could select a new hex. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the hexblade’s level + the hexblade’s Charisma modifier.
Evil Eye (Su): A hexblade can unleash a curse upon a foe once per round as either a move action or a swift action. The target must be visible to the hexblade and within 30’. The target takes a –2 penalty on one of the following (hexblade’s choice): AC, ability checks, attack rolls, saving throws, skill checks, spell damage rolls or weapon damage rolls. Evil eye lasts for a number of rounds equal to the hexblade’s level + Charisma modifier. A Will save reduces this to just 1 round. This is a curse effect. At 8th level, the penalty increases to –4, and the hexblade chooses 2 aspects to penalize per attempt, and the range extends to 45’. At 16th level, the penalty increases to -6, and the hexblade chooses 3 aspects to penalize per attempt, and the range extends to 60’.
Use Cursed Item (Ex): The hexblade may choose to use cursed items without suffering any ill effects. The hexblade can use any beneficial properties the item possesses, but is not hindered by the item's detrimental properties. The hexblade is never hindered in any way by a cursed item, and can always remove them from his possession if he desires to do so. Once the item is no longer in the possession of the hexblade, it reverts back to its normal, cursed state.
Stolen Fate (Su): Gains a luck bonus equal to Charisma bonus on all saving throws.
Stalwart (Ex): Resist magical and unusual attacks. Successful Will or Fortitude saves that normally would have a reduced effect instead are completely negated. This ability can only be used if the hexblade is wearing light armor, medium armor, or no armor. A helpless hexblade does not gain the benefit of the stalwart ability.
Spells: A hexblade has the ability to cast a small number of arcane spells which are drawn from the hexblade spell list. He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can. To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a hexblade's spell is 10 + the spell level + the hexblade's Charisma modifier. Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high enough Charisma score. When a hexblade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. Caster level equals the hexblade level -3. At 8th level and every 3 levels thereafter, a hexblade can choose to learn a new spell in place of one he already knows.
Armored mage (light) (Ex)
Bane Blade (Su): The weapon of a powerful hexblade is practically drawn to his enemies, thirsting for their blood. Any weapon held by the hexblade and directed at a target under the effect of his evil eye gains the bane special quality. This ability is invoked as a swift action, and lasts for a number of rounds per day equal to the hexblade's level. The rounds do not need to be consecutive.
Armored Mage (medium) (Ex)
Hex Strike (Sp): Deliver certain hexes and hexblade spells (those that require a melee touch or ranged-touch attack) through a weapon. Instead of the free touch attack normally allowed to deliver the spell, a hexblade can instead make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell.
Forge Cursed Item (Ex): A hexblade may craft cursed items without access to the appropriate feat to do so. He follows all normal rules for crafting items of that type.
Greater Bane Blade (Su): Bonus bane damage is increased to 4d6.
No-Leaf Clover (Su): The hexblade can attempt a new saving throw against any ongoing condition against which he failed a saving throw in a previous round, even if the effect is normally permanent.
Improved Stalwart (Ex): Resists magical and unusual attacks. As stalwart, except a successful Will or Fortitude save that normally would have a reduced effect instead is completely negated. Failed Will or Fortitude saves have a reduced effect (if a successful save would have had a reduced effect).
Greater Spell Access (Su): Gain access to an expanded spell list. Place four spells from the witch's spell list onto your hexblade's spell list, and learn them as "known" spells. Gain one spell each from 1st level through 4th level.
Hex Critical (Su): Whenever a hexblade confirms a critical hit, he can use a hex or cast a spell as a swift action. The target of the original melee attack must be a included in the affect of the hex or spell. The hexblade does not provoke an attack of opportunity when casting a spell this way.
HEX
- Accursed Strike (Su): The hexblade’s weapon deals wounds that can't be healed in the usual fashion. Any damage dealt by the weapon (including weapon damage for strength, criticals, sneak and precision, but excluding added damage for flaming, shocking, frost, and other added effects) cannot be cured by any means until the damaged individual has received a remove curse spell (or some other effect that neutralizes a curse). If a creature is slain by a weapon that is under the effect of this spell, it can't be raised from the dead unless a remove curse spell (or similar effect) is cast on the body. This hex is limited to a number of minutes per day equal to 1/level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This is a curse effect.
- Aura of Unluck (Su): Attacks made against the hexblade have a 20% miss chance (similar to the effect of concealment, but the hexblade is not concealed). The aura can be used for a number of minutes per day equal to 1/level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This is a curse effect.
- Black Dog’s Blessing (Su): It is rare to land a lucky shot on a hexblade. Once per round as an immediate action, a hexblade can force an attacker to save or negate a critical or sneak attack. If the attacker fails the Will save, only regular damage is applied. This is a curse effect.
- Black Karma Curse (Su): The target immediately hits and damages itself with its currently wielded weapon (or natural weapon). If the creature has more than one eligible attack, it uses the one that deals the most damage. The target must be visible to the hexblade and within 30 feet. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. This is a curse effect.
- Blight (Su): As witch hex.
- The Broken Mirror (Su): Once per round as an immediate action, whenever the hexblade is affected by a hostile spell or supernatural ability, he may declare that another nearby target risks being affected by the spell. He designates as an additional target another being in line of sight within 30’, and that target must save vs. the hex affect. If it fails, the target is also affected by the spell or supernatural ability that affected the hexblade (the target is entitled to a saving throw if applicable). This is done before the original spell’s effects actually take place, meaning that a Hexblade who fails his save against a mind-control or compulsion effect still exercises his own unhindered free will in designating his victim. This is a curse effect.
- Curse of Arrow Attraction (Su): If a single target creature within line of sight fails its saving throw, missile weapons will veer toward him and strike with extreme force. The subject takes a -10 penalty to AC against any ranged attack, including projectile weapons, thrown weapons and ranged touch attacks. In addition, any critical threats on such attacks are automatically confirmed. Duration is equal to 1 round/level + Cha mod. This is a curse effect.
- Cursebreaker (Su): A hexblade can target a creature with remove curse, using his hexblade level as his caster level. Additionally, the hexblade always gains a +4 bonus to save against any type of curse or hex attempted against him, such as a Witch's hex or bestow curse spell.
- Evil Eye (Su): See above.
- Familiar (Ex): Gains an arcane bond with a familiar (as a witch).
- Left Foot First (Su): Once per round as an immediate action, whenever the hexblade is damaged by a melee attack, he may declare that the attacker also risks damage himself. If a save is failed, the attacker takes damage in the amount of half of what was dealt. This is a curse effect.
- Misfortune (Su): As witch hex.
- Soothsayer (Su): As witch hex.
- Unnerve Beasts (Su): As witch hex.
HEX (major)
- Curse of Arcane Turmoil (Su): A spellcaster who fails a save loses 1d3 randomly determined prepared spells or spell slots from his highest level(s) of available spells remaining. The target must be visible to the hexblade and within 60’. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. This is a curse effect.
- Hound of Doom (Su): A shadowy hound is called to loyally serve the hexblade. Hound of doom functions similarly to summon monster but with a few differences. The hound has the statistics of a dire wolf with the following adjustments: It gains a deflection bonus to AC equal to the hexblade’s Cha bonus, its hit points when created are equal to the hexblade’s full normal hit points, and it uses the hexblade’s base attack bonus instead of its own. The hexblade can command a hound to perform tricks as a move action (just as if it were fully trained to perform all the tricks listed in the Handle Animal skill). The hound is treated as a magical beast. The ability is usable for a number of minutes per day equal to 1/level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
- Improved Familiar (Ex): Gains the improved familiar feat.
- Luck Thief (Su): The hexblade gains 1d3 temporary hero points which last for a number of rounds equal to 1/level + Cha mod. The hexblade can only benefit from this hex once a day.
- Nightmares (Su): As witch major hex.
- Retribution (Su): As witch major hex.
- Sigil of the Black Cat (Su): A hexblade can mark a being as the victim of misfortune. As a swift action accompanying a successful weapon attack, the hexblade can inflict the sigil of the black cat upon his opponent (Will save negates). A hexblade may only have a maximum number of beings marked this way equal to his Cha mod at any one time. While the victim is marked, the hexblade always knows exactly where the victim is, even if they are on another plane of existence or invisible. The victim permanently suffers the full effects of every variety of evil eye in relation to the hexblade (only). The hexblade may choose to retract the mark at any time.
- Star-Crossed (Su): As an immediate action, a hexblade can reroll any single roll once. The results of the reroll are used regardless if it is better/worse than the original roll. The hexblade can only benefit from this hex once a day.
- The Thirteenth Omen (Sp): As an immediate action once per round, the weapon of a Hexblade that just struck its target may also sever magical protections on the target. The target suffers the effect of a greater dispel magic at the hexblade’s class level. Whether or not the hex is successful, a creature cannot be the target of this hex again for 1 day.
HEXBLADE SPELL LIST
- 1st: Arcane Mark, Bane, Beguiling Gift, Bungle, Cause Fear, Charm Person, Chill Touch, Command, Crafter's Curse, Entropic Shield, Expeditious Retreat, Fumbletongue, Haze of Dreams, Hex Vulnerability, Hex Ward, Hideous Laughter, Ill Omen, Magic Weapon, Putrefy Food & Drink, Ray of Enfeeblement, Ray of Sickening, Sleep, Touch of Fatigue, Touch of Gracelessness, True Strike, Undetectable Alignment, Unerring Weapon, Unnatural Lust, Unprepared Combatant
- 2nd: Anonymous Interaction, Arcane Disruption, Armor Lock, Augury, Blindness/Deafness, Blistering Invective, Blood Blaze, Crimson Confession, Darkness, Daze Monster, Dust of Twilight, Enthrall, False Life, Feast of Ashes, Fester, Haunting Mists, Hold Person, Locate Weakness, Scare, Spider Climb, Summon Swarm, Touch of Bloodletting, Touch of Idiocy
- 3rd: Bestow Curse, Cup of Dust, Curse of Disgust, Deep Slumber, Dispel Magic, Harrowing, Hex Glyph, Keen Edge, Magic Weapon - Greater, Malediction, Nondetection, Pain Strike, Ray of Exhaustion, Remove Curse, Suggestion, Vampiric Touch
- 4th: Baleful Polymorph, Black Spot, Break Enchantment, Charm Monster, Confusion, Curse - Major, Curse of Magic Negation, Dance of a Hundred Cuts, Debilitating Portent, Enervation, False Life - Greater, Fear, Feeblemind, Hold Monster, Mark of Justice
FURTHER READING
ACKNOWLEDGEMENTS
Much of the flavor text is drawn from the original class description in
Complete Warrior. Lord Gareth's excellent
revised hexblade inspired some names and some rules of class abilities. Use cursed item is based on the
malefactor's cursebound ability by TPK Games.